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Sewer economy ideas
Shitconomy

The idea
I think with the dissolution of the shitberg, we could instead have a fun system of scaving and repairing. Essentially an adventurous scavenger could go into the sewers, find a pipe or pump or flow control object or whatever, and dismantle it for mechanical bits. This would create real world consequences of flooded pipes that leak out into the city streets if unchecked, spreading disease and contamination. A WCS employee would have to come and repair the damaged area.

Why it helps
It keeps the sewers pretty relevant to resource gathering, giving WCS meaningful work, and potential health related instances of needing treatment or intentionally causing an outbreak.

Will this idea increase RP?
While Shitbergs turned into a joke that a single person could go down and handle on their own, I think that it also says players like to engage in mundane tasks like that on their own, but in this instance they are collecting a specific resource, one which will require another player to clean up after them. This could lead to being targeted, feuds, and other things with real world consequences.
I would like more creatures down there now that nothing is preventing them from nesting a d moving about. Let us kill things that arent players for practice! I want to fight a rat king, or like a rad wolf
I'm the exact opposite on this front. I don't think the game needs more no-SIC mechanically focused places for people to play like hack-and-slash games. More people should be out and about the actually visible and accessible game world where they can be readily interacted with instead of cloistered off.

Diseases are also just like awful to have and awful to treat and not really that entertaining at all to deal with in any capacity.
Fully agree with Ameliorative. Sindome isn't a hack and slash PVE game.
AmeliorativeI'm the exact opposite on this front. I don't think the game needs more no-SIC mechanically focused places for people to play like hack-and-slash games. More people should be out and about the actually visible and accessible game world where they can be readily interacted with instead of cloistered off.

Diseases are also just like awful to have and awful to treat and not really that entertaining at all to deal with in any capacity.
Original post



What I’m imagining is a little different because the mechanical activity in the sewer would create consequences outside of it. A scav might disappear underground to rip mechanical bits out of a pump, but now WCS has infrastructure to repair, an area might flood or become contaminated, mechanical bits enter the player economy, and WCS potentially has a reason to figure out who keeps destroying their shit.

The disease part isn’t really essential either. It was just one example of a consequence. Flooding streets or sewer routes, broken pumps, leaks, or other infrastructure problems could accomplish the same thing.

My main thought is that instead of the sewer activity ending when someone gets their reward, getting the reward is what creates a problem for other players. The interaction exists without Player A goes into sewer and hacks and slashes or mines and that's that.